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Poll: So is it better?
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Old May 17, 2009, 10:18 PM // 22:18   #1
Imma Firin Mah Rojway!
 
Zodiac Meteor's Avatar
 
Join Date: Aug 2008
Location: At the Mac Store laughing at people that walk out with anything.
Profession: E/Mo
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Arrow Could I skill balance better than Anet?

I wanted to see if I could do a better skill balance than Anet with skill balances, I want to have the least amount of flame.


Here is the god list of skills, check one profession if you wanna vote. Keep in mind, I touched most of the useless skills, THERE WERE A LOT OF USELESS SKILLS and buffed them, aka, not much nerf. The skills may not be perfect, reviewed once. So if it's to powerful, it probably is.
One sec, getting ready, FLAME SHIELD UP!!




Warrior:

Cleave: Also applies cracked armor for 0…6 seconds
Decapitate: Now you do not lose all energy if target foe is knockdown.
Keen Chop: Now this attack also cannot be blocked.
Belly Smash: Reduced recharge to 12 seconds, also applies cracked armor if the foe is under an enchantment.
Devastating Hammer: If blocked you now suffer from weakness for 5 seconds.
Earth Shaker: does +0…5 damage, User now takes double damage armor while activating it.
Forceful Blow: Now has a 1 second casting time
Magehunter's Smash: Reduced adrenaline cost to 6. If it is blocked, you are also knockdown for 3 seconds.
Renewing Smash: Reduced energy to 5
Overbearing Smash: Increased damage to 5…25
Staggering Blow: Changed to: If target was using a skill, it is interrupted, now has a 1 second casting time.
"I Meant to Do That!": Changed to: For 4…12 seconds, if any of your attacks don’t hit you gain 2 energy. Increased recharge to 20 seconds
"You Will Die!": Reduced recharge to 8
Berserker Stance: Now ends if you use an attack skill
Body Blow: Reduced damage to +10…28
Bull's Charge: Added: Gain 50% more adrenaline.
Bull's Strike: Reduced damage to +3…10
Burst of Aggression: now lasts 3…8 seconds
Disarm: Decreased recharge to 15 seconds
Dolyak Signet: Now ends when you use a stance
Dwarven Battle Stance: Now ends if you use an attack skill
Endure Pain: Decreased recharge to 25 seconds
Flourish: Reduced casting time to ½ a second. Now you gain +30…50 health for each one recharged
I Will Survive!: Now regen also affects hexes. Decreased recharge to 25
Primal Rage: Decreased recharge to 10
Rage of the Ntouka: Decreased recharge to 10 seconds
Signet of Strength: Decreased recharge to 30, increased casting time to 2 seconds
Warrior's Cunning: Decreased recharge to 5 seconds, now lose 1 energy with each attack. Ends if any attacks fails to miss.
Galrath Slash/Silverwing Slash: Now uses 7 adrenaline
Final Thrust: Now 9 adrenaline and has a ½ casting time
Hamstring: Now uses 5 energy, reduced recharge to 10, crippling now lasts 2…8 seconds.
Savage Slash: Reduce recharge to 12 seconds
Steelfang Slash: now has a 1 second casting time
"None Shall Pass!": Increased energy cost to 15, decreased recharge to 30
"Retreat!": Party members also gain +40 armor. Increased recharge to 30
Auspicious Parry: Added: If it was an attack skill, you gain 10 adrenaline.
Bonetti's Defense: Decreased adrenaline to 5
Charge!: Added: Next attack interrupts target foe and does +0…10 damage if it was an attack skill.
Defensive Stance: Stance now lasts 2…9 seconds, increased recharge to 25
Deflect Arrows: Now projectile spells does half damage and you cannot be interrupted, increased energy to 10
Disciplined Stance: Increased stance to 3…7 seconds, change armor gain to armor decrease -20. Does not end when you use an adrenal skill.
Gladiator's Defense: You also move 25% faster. Decreased recharge to 25.
Victory is Mine!: Changed to a melee attack skill: When this attack hits, Party members in earshot gain 0…5 energy. If this attack does not hit your target, you lose all energy. This attack causes exhaustion. Increased energy cost to 10.
Wary Stance: Now ends if you use an attack skill
"On Your Knees!": You no longer lose all adrenaline
Frenzied Defense: Now have -30 armor instead of double damage
Skull Crack: Reduced adrenaline to 7
"Save Yourselves!": Now has a 1 second recharge

PvP changes:
For Great Justice! (PvP): Moved to tactics, changed to: You deal +0…7 damage with your attacks. Increased time to 20 seconds.
Watch Yourself! (PvP): For 0…4 seconds party members in earshot cannot be knockdown while standing. Increased recharge to 5.
Warrior's Endurance (PvP): Changed to: You run 25% faster and gain 1 energy per an attack. You lose 2 energy if you attacks does not hit.

Ranger:

Energizing Wind: Moved to Wilderness Survival
Feral Aggression: Reduced energy cost to 10
Poisonous Bite: Now does +2…10 damage
Scavenger Strike: Reduced recharge to 8
Symbiotic Bond: You get +6 health regen while your pet is alive
Viper's Nest: Moved to wilderness survival, does +10…45 damage
Archer's Signet: no longer needs to be a bow
Expert's Dexterity: Now also adds +2 pets mastery
Marksman's Wager: Added arrows move twice as fast
Practiced Stance: Added you attack 25% faster while under a preparation.
Arcing Shot: Added: Shoots 2 arrows
Concussion Shot: Decreased energy cost to 10, increased recharge to 20, reduced daze to 3…10
Disrupting Accuracy: Added a extra 25% chance to hit a critical
Hunter's Shot: now it can’t be blocked
Marauder's Shot: Increased energy to 15, decreased recharge to 4, now has a ½ second casting time
Seeking Arrows: Reduced energy to 5
Brambles: Now takes 20 damage
Barbed Trap: Increased damage to 10…36
Conflagration: Now arrows also cause burning for 1 second. Fire damage does +3 extra damage.
Dryder's Defenses: Decreased to 30 seconds
Equinox: Now spells also cast 20% faster
Greater Conflagration: Now physical damage causes burning for 2 seconds and fire damage does +5 damage
Healing Spring: Decreased casting time to 1 second
Melandru's Arrows: Added if you’re under 75% health you attack 33% faster
Poison Arrow: Now has a 1 second casting time
Roaring Winds: Added: Ranged projectiles move 50% faster
Snare: Also adds cracked armor for 4…12 seconds
Winter: Added: Hexed creatures move 25% slower
Quick Shot: Now does + 10 damage and + 10 more if you are under a stance

PvP
Changes:
Read the Wind (PvP): You also move 33% faster
Penetrating Attack (PvP)/ Sundering Attack (PvP): Removed PvP version, but PvE doesn’t have the 1 second casting time
Expert's Dexterity (PvP): Changed to: Your bow attacks cost no energy for 1…7 seconds.
Sloth Hunter's Shot (PvP): Changed to: If this attack hits, you lose 1 condition and gain 0…2 energy

Monk:

Blessed Light: Increased healing to 50…110, decreased casting time to ¼
Boon Signet: No longer has a casting time, decreased recharge to 6 seconds
Contemplation of Purity: Changed to: Lose one enchantment, you lose one hex and condition and gain 5 energy if an enchantment was removed. Increased casting time to 1
Divine Boon: Added: If this gets removed, you gain 10…57 health.
Divine Spirit: Decreased recharge to 30, increased casting time to 3.
Healer's Boon: Increased recharge to 30, increased casting time to 2 seconds.
Holy Haste: Decreased energy to 5.
Release Enchantments: Changed to: Lose all enchantments, you gain 0…3 energy for each one lost. Decreased casting time to ½ second, increased recharge to 15
Scribe's Insight: Changed to: You gain 1 energy each second for 1…7 seconds.
Signet of Devotion: Increased healing to 56…93, now gains 2 energy if the target ally was below 50% health.
Spell Breaker: Changed to: next 0…5 hostile spells against target ally and all nearby allies fail. This spell recharges twice as fast and cost half energy if you are under a hex. Decreased recharge to 20, Decreased energy to 10.
Spell Shield: Changed to: For 0…3 seconds target ally takes half damage from hostile spells. Decreased recharge to 10, casting time to ¼.
Watchful Healing: Changed to: For 10 seconds, Target ally gains +3 health regeneration and gains an additional +3…6 health a second if it is suffering from a hex and condition.
Watchful Spirit: Changed to: While you maintain this enchantment, target ally gains +2 regen and +10 armor. Reduced energy cost to 5.
Withdraw Hexes: Reduced recharge time to 0 seconds, reduced energy to 10
Gift of Health: Reduced casting time to ¼ second, healing prayers skills are disabled for 3 seconds.
Healer's Covenant: Changed to: While you maintain this enchantment, All your spells that targets an ally heals +0…51 health. If this spell is removed you gain 10…74 health.
Healing Burst: Increased healing for party members in the area to 5…36, increased recharge to 6, now has a ¼ casting time
Healing Hands: Changed to: for 10 seconds, target ally gains +1…7 health regeneration and gains +3…20 health per second if suffering from a condition or hex. Reduced recharge to 15.
Healing Light: Now also affect 2 nearby allies.
Healing Touch: Changed to: Heal yourself for 16...51 Health. Health gain from Divine Favor is doubled for this spell. This spell costs no energy if you’re below 50% health but is disabled for 10 seconds.
Restful Breeze: Changed to: Target ally is healed 30…60 health and gains +1…3 regen for 6…10 seconds.
Signet of Rejuvenation: Reduced Recharge to 6
Supportive Spirit: Changed to: While you maintain this enchantment, target ally is immune to weakness, cripple, poison and disease. Increased recharge to 30.
Words of Comfort: Reduced casting time to ¼. Increase recharge to 6
Air of Enchantment: Changed to: You gain 0…3 energy for each enchantment on you. Increased casting time to 2 seconds and recharge to 15 seconds.
Amity: Changed to: For 3…8 seconds target ally gains +40 armor and blocks all attacks. Only applies if the ally isn’t attacking. Reduced recharge to 20.
Convert Hexes: Decreased energy to 5, increased casting time to 2. Now only removes 2 hexes and does not gain armor from necromancer hexes.
Aura of Faith: Changed to: for 3 seconds target ally takes no damage. Increased recharge to 15.
Divert Hexes: Changed to: Remove all hexes from target ally, you gain 0…2 energy for each one removed. Increased recharge to 15.
Extinguish: Reduced energy to 10, increased casting time to 3 seconds.
Life Attunement: Reduced energy to 5, casting time to 1
Life Sheath: Increased recharge to 4
Mark of Protection: Changed to: For 10…83 seconds, target ally has a 15% chance to block and a +0…3 health regeneration. Reduced energy to 5, casting time to ¾, recharge to 15.
Pacifism: Changed to: Target ally is healed 31…63 health and an additional 30…64 health if it wasn’t attacking.
Pensive Guardian: Increased chance to block to 75%
Shield Guardian: Changed to: For 3…14 seconds, target ally gains 15 armor when this spell ends, the ally gains 27…67 health.
Shield of Regeneration: Decreased energy to 10, increased recharge to 15.
Vital Blessing: Reduced energy to 5
Balthazar's Pendulum: Increased length to 7…13 seconds.
Balthazar's Aura: Changed to: Target ally attacks 25% faster, ends if ally is hexed. When this hex ends, all adjacent foes take 29…53 holy damage. Reduced energy to 15, recharge to 10.
Defender's Zeal: Reduced casting time to ¼ second
Ray of Judgment: AI fixed
Scourge Enchantment: Changed to: Target foe takes 20…33 holy damage and an extra 10…23 holy damage if it was enchanted.
Signet of Mystic Wrath: Increased max damage to 120, decreased recharge to 15
Word of Censure: Changed to: Target begins burning for 9…60 seconds. Increased energy to 15, increased recharge to 30, increased casting time to 2.
Light of Dwayna: Reduced energy to 10 and recharge to 10
Martyr: Now gains 1 energy for each condition transferred. Increased energy to 10.
Purge Conditions: Reduced recharge to 10, increased energy to 10.
Purge Signet: Changed to: Remove all hexes and conditions from target ally, this skill recharges 5 seconds slower for each one removed.
Signet of Removal: No longer needs an enchantment, reduced casting time to ¼, increased recharge to 10

PvP Changes:

Aegis (PvP): For 0…5 seconds you gain 1 energy each time that ally takes damage.
Light of Deliverance (PvP): Target ally is healed 12…65 health if the ally is still below 50% you gain 1…12 energy
Smiter's Boon (PvP): For 0…4 seconds your smite spells cost no energy. Reduced energy to 5, recharge to 10, casting time to 1.
Strength of Honor (PvP) Changed to: Target ally attacks deal +0…8 damage with attacks and have a 20% armor penetration with spells.
Unyielding Aura (PvP): For 36...55 seconds, you gain 25% of the base Energy cost of a spell whenever you use a healing prayers or protection prayers spell. Increased energy to 15 and recharge to 45

Necromancer:

Oppressive Gaze: Reduced energy to 10
Soul Leech: reduced recharge to 12
Ravenous Gaze: Changed to: For 1…4 seconds you steal 9…26 health each second
Vampiric Gaze: reduced energy to 5
Well of Power: reduced recharge to 8
Atrophy: reduced recharge to 12
Cacophony: Reduced casting time to 1 second
Chilblains: Changed to: Target foe and all foes in the area lose 1 enchantment. Reduced energy to 10 and recharge to 15.
Corrupt Enchantment Increased casting time to 1 second, reduced recharge to 8 seconds.
Depravity: Reduced recharge to 10 seconds
Malaise: Reduced casting time to 1 second
Meekness: Reduced casting time to 1 second
Order of Apostasy: Changed to: Enchants all party members for 5 seconds, Each time a party member hits a foe with physical damage, remove 1 enchantment and the foe takes 0…15 damage for each enchantment remaining. Reduced energy to 10, increased recharge to 25.
Pain of Disenchantment: Increased casting time to 3, decreased energy to 5
Plague Sending: Now fails if you have curses 4 or less, increased casting time to 2
Poisoned Heart: Changed to: Poison all adjacent foes, for 2…10 seconds you are immune to conditions while standing.
Reckless Haste: Reduced energy to 10, increased casting time to 3
Price of Failure: Reduced energy to 10, increased casting time to 3
Rigor Mortis: Increased casting time to 2
Rip Enchantment: increased recharge to 15
Signet of Suffering: Increased max damage to 150, reduced casting time to 1, recharge to 15.
Soul Barbs: Reduced energy to 5, casting time to 1
Soul Bind: Changed to: Elite Enchantment: Each time you cast a spell on a foe, you steal 0…12 health foe each hex and condition on it.
Vocal Minority: Reduced energy to 5, casting time to ¼
Animate Bone Minions: Changed bone minions appearance to look like the picture
Blood of the Master: Max health you can sacrifice is 75%
Jagged Bones: Reduced recharge to 8 seconds, casting time to 2
Order of Undeath: Changed to: For 5 seconds your minions attacks apply one random condition that lasts for 0…1 second.
Putrid Explosion: Reduced energy to 5
Putrid Flesh: Now also inflicts poison for 4…7 seconds. Reduced energy to 5.
Rotting Flesh: Reduced energy to 5, increased recharge to 15
Signet of Sorrow: Reduced recharge to 20
Wail of Doom: Reduced recharge to 12
Gaze of Contempt: Increased casting time to 3

PvP:
Enfeeble (PvP): Changed to: Target foe suffers from weakness for 10…22 seconds. If target foes was attacking, it takes 7…36 cold damage.
Discord (PvP): Changed to: Target foe randomly takes one of the following, 66 fire damage, 66 ice damage, 66 earth damage, 66 lightning damage or 66 dark damage. Increased recharge time to 4 seconds.

Mesmer:

Aneurysm: Reduced casting time to ¼, increased recharge to 7
Blackout: Now only disabled your spells and attacks. Increased recharge to 15
Chaos Storm: Reduced recharge to 10, increased energy cast to 15
Enchanter's Conundrum: Changed to: Target foe cannot cast enchantments for 0…8 seconds. Ends if the foe is or falls below 75% health.
Energy Surge: Reduced casting time to 1 second
Guilt: Reduced recharge to 20
Hex Eater Vortex: reduced energy to 5, casting time to ¼
Ignorance: Added: Each time that ally uses a skill, it takes 4…21 damage.
Mirror of Disenchantment: Increased casting time to 3
Panic: Reduced recharge to 5 seconds.
Shatter Delusions: Now removes any hex.
Shatter Enchantment: Decreased energy to 10, recharge to 20
Shatter Hex: Reduced energy to 10, recharge to 15
Unnatural Signet: Reduced recharge to 25
Persistence of Memory: Added, you also gain 0…15 energy if interrupted.
Symbols of Inspiration: Reduced recharge to 5
Accumulated Pain: Reduced casting time to 1 second
Air of Disenchantment: Reduced energy to 5
Calculated Risk: Changed to: Target foe gains 4…10 energy, it takes 10 damage from each energy gained.
Confusing Images: Changed to: For 10 seconds, target foe suffers -1...3 Health degeneration. When confusing images ends, target foe suffers from blind for 5…17 seconds.
Crippling Anguish: Reduced energy to 10, the foe now suffers an additional -1…3 degen while moving.
Recurring Insecurity: Changed to: For 10 seconds target foe suffers a -1 health degen, this hex is reapplied if removed.
Soothing Images: Changed to: For 8…18 seconds target foe takes 4…45 damage each time it uses an adrenaline skill. Reduced energy to 10.
Discharge Enchantment: Now recharges 50…90% faster.
Drain Delusions: Now removes any hex
Keystone Signet: Changed to: Lose all energy, all of your skills except keystone signet is recharged instantly.
Mantra of Concentration: Reduced recharge to 20
Mantra of Recall: Now also removes one hex and condition when it ends.
Signet of Recall: Changed to: Suffer from -3 energy degen, For 10 seconds you gain 1 energy per second and gain an additional 1 energy if you are hexed so suffering from a condition.
Spirit of Failure: Reduced energy cost to 10, casting time to 2
Expel Hexes: Changed to: Remove 2 hexes from target ally and you gain 3 energy for each hex.
Lyssa's Balance: Reduced recharge to 8
Signet of Disenchantment: Changed to: Target foe loses all enchantments, you lose 5 energy for each one removed. Increased recharge to 20.
Cry of Pain: Increased recharge to 16 seconds.

PvP:
Energy Drain (PvP): Changed to hex spell: You steal 2 energy per 2 seconds for 1…16 seconds from target foe.
Energy Tap (PvP): Changed to hex spell: You steal 1 energy per 2 seconds for 1…16 seconds from target foe.
Fragility (PvP): Changed to: Target foe suffers from every condition already not on target foe. These conditions last 10 seconds. These conditions expire 1 second faster for each condition this spell applies.
Mantra of Inscriptions (PvP): Changed to an enchant: Your enchantments last 10% longer for each signet you have equipped.

Elementalist skills:

Blinding Flash: Decreased energy cost to 5, increased recharge to 12.
Chain Lightning: Decreased casting time to 2
Glimmering Mark: Now ends when the foe suffers from a condition instead when you use any skill.
Invoke Lightning: Decreased recharge to 10
Lightning Hammer: Decreased energy cost to 15 and increased recharge to 8
Mind Shock: Does not cause exhaustion if the foe was using a skill. Increased recharge to 10.
Thunderclap: Reduced recharge to 15
Windborne Speed: Now lasts 12…26 seconds.
Iron Mist: Changed to: target foe moves 90% slower. This hex ends when the foe is below or falls below 50% health. Decreased casting time to 1 second and recharge to 25 seconds.
Stone Sheath: Changed to an enchant: You gain 1…4 energy and take -50% less damage each time you elemental damage.
Stoneflesh Aura: Increased casting time to 3 seconds.
Elemental Attunement: Changed to: For 10…35 seconds you have +2 to all of the elements, your elemental spells cost 50% less energy.
Energy Boon: Decreased recharge to 30
Ether Prodigy: Changed to: For 0…10 seconds All spells recharge and cast 50% slower. You gain 1 energy each time you cast a spell, energy doubles each time you cast a spell. Disabled all non-elementalist spells for 15 seconds.
Glyph of Energy: Now affects your next 3 spells, increased recharge to 20
Burning Speed: Reduced energy to 5
Elemental Flame: Changed to: For 5…17 seconds, target foe suffers a -1…5 health degen while burning.
Mind Burn: Does not cause exhaustion if target foe was attacking.
Phoenix: Reduced energy cost to 10
Armor of Frost: Does not end when use fire magic, reduced casting time to ¼
Ice Prison/ Teinai's Prison: Changed to: Target foe is knockdown. Reduced recharge to 25.
Ice Spikes: Reduced energy cost to 10 and recharge to 8
Icy Prism: Added: energy is halved if target foe isn’t suffering from a elementalist hex.
Mind Freeze: does not cause exhaustion if target foe was moving.
Shard Storm: Reduced energy to 5.
Swirling Aura: Reduced recharge to 25
Winter's Embrace: Changed casting time to ¼
Glyph of Essence: Now recharges instantly instead of casts. Removes all enchantments and Increased energy cost to 25
Glyph of Renewal: Changed to: Your next spell instantly recharges twice.
Second Wind: Change to: You lose all exhaustion and gain 1 energy for each point of exhaustion lost. You also gain 10 energy if no exhaustion was lost.

PvP:

Ether Renewal (PvP): Changed to: Your next spell recharges instantly and costs no energy.
Lightning Orb (PvP): Changed to: Send at lightning orb at target foes location. All adjacent foes take 21…55 lighting damage. This spell has a 25% armor penetration.
Ward Against Melee (PvP): Changed to: Create a ward at your location that lasts 5…20 seconds, foes in this location suffer from blind for 0…2 seconds when take elemental damage.

Assassin:

Dark Apostasy: Changed to: For 3…14 seconds, your attacks deal +2…15 damage if the foe is under and enchantment. When this enchantment ends, all adjacent foes lose one enchantment.
Fox's Promise: Changed to: For 7…17 seconds your attacks cannot miss or be blocked.
Locust's Fury: Reduce energy to 5, casting time to ¼ and recharge to 5
Palm Strike: Increased recharge to 5 and now causes bleeding for 2…8 seconds instead of cripple.
Seeping Wound: Reduced casting time to ¼. Now effects deep wound to.
Desperate Strike: Change to: Offhand attack: This skill misses if you’re above 50….85% health.
Golden Fang Strike: now has a ½ second casting time
Golden Skull Strike: Does not need a lead attack. Reduced recharge to 8 seconds.
Jagged Strike: Now does double damage if the foe was crippled
Temple Strike: Reduced energy to 10, recharge to 10
Deadly Paradox: Now lasts 7…19 seconds
Shroud of Silence: Changed to: For 0...6 seconds. Target foe is interrupted when casting a spell. All shouts, chants and echoes on target foe ends.
Signet of Deadly Corruption: reduced to a 1/4th casting time and 10 second recharge.
Signet of Toxic Shock: Reduced damage to 5…67, reduced recharge to 10 and casting time to ½
Way of the Empty Palm: Changed to: For 5…10 seconds, your attacks cause cripple, cracked armor and bleeding for 0…4 seconds. Increased energy to 15
Blinding Powder: reduced recharge to 15
Shadow Shroud: Changed to: For 100…300 seconds target foe has a 75% chance to miss with attacks and deals -50% damage. Ends when target is healed any amount. Increased casting time to 3 seconds.
Signet of Twilight: Reduce recharge to 10, casting time to 1.

PvP:

Shadow Form (PvP): Changed to: For 10…45 seconds you move 50% faster and gain +10 armor while not moving, however you lose -20 armor while moving. Disables all non-assassin skills for 15 seconds.


Ritualist

Agony: Increased spirit level to 5…17
Bloodsong: Increased spirit level to 5…17
Destruction: Increased spirit level to 6…18
Gaze of Fury: Increased spirit level to 6….18
Offering of Spirit: Move to communing

Communing how has the inherit effect: For every 3 ranks summoned creatures do 2 more damage, has +1 health regen and spirits has 10% longer duriation.
Anguish: Increased spirit level to 4…16
Anguished Was Lingwah: Increased spirit level to 6…18
Armor of Unfeeling: Reduced energy to 5, casting time to ¼
Binding Chains: Reduced energy to 10
Bloodsong: 5…17
Disenchantment: Increased spirit level to 5…17
Displacement: Increased spirit level to 6…18
Dissonance: Increased spirit level to 5…17
Earthbind: Increased spirit level to 4…16
Pain: Increased spirit level to 6….18
Restoration: Increased spirit level to 6…18
Shadowsong: Increased spirit level to 5…17
Signet of Binding: Changed to: Target summons creatures and all nearby creatures takes 10…50% less damage. Affected creature die after 30 seconds.
Soothing: Increased spirit level to 6…18
Signet of Ghostly Might: Changed to: Summons a level 6…18 Pain, Anguish and Bloodsong spirits that lives for 0...30 seconds. Increased casting time to 5 second and recharge to 45.
Signet of Spirits: Moved to restoration, changed to: Summon a level 6…18 Life, Rejuvenation and Recuperation that lives for 20 seconds. Increased recharge to 30, casting time to 5.
Union: Increased spirit level to 6….18
Wanderlust: Increased spirit level to 5…17
Weapon of Fury: The ally also has a 2…17 damage base reduction.
Weapon of Quickening: Reduce casting time to 1 second, reduce energy to 5.
Defiant Was Xinrae: Now can only lose 15% max health
Generous Was Tsungrai: Now also heals 2 nearby allies when dropped
Life: Increased spirit level to 6….18
Preservation: Now heals the ally with the least amount of in spirit range. Increased energy to 10.
Recovery: Increased spirit level to 6….18
Recuperation: Increased spirit level to 6….18
Rejuvenation: Increased spirit level to 6….18
Resilient Was Xiko: When dropped now removes 1…3 conditions from 2 nearby allies.
Vocal Was Sogolon: Reduced energy to 5
Tranquil Was Tanasen: Reduced energy to 5, now also gains +10 max energy and when dropped heals all party members 20…50 health.
Reclaim Essence: Changed to: Destroy all nearby spirits and gain 0…8 energy for each one destroyed. All of you skills are recharged if 3 or more spirits where destroyed.
Ritual Lord: Now it recharges and casts 15…63% faster.
Signet of Creation: Changed to: Your next binding ritual costs no energy and casts 50% faster.
Spirit to Flesh: Reduced energy to 5
Sight Beyond Sight: Can now target allies.
Spirit's Strength: Reduce damage to 5…17, can now target allies.
Weapon of Renewal: Changed to: Your weapons spells and enchantments recharge 50% faster.
Wielder's Zeal: Reduced energy to 5
Spirit Channeling: Now also gain 1 energy for each spirit in earshot
Vampirism: Increased spirit level to 15…20
Draw Spirit: Teleport all spirit your control to your location.
Soul Twisting: Destroy target spirit, your next binding ritual spirit does no have an end duration. The binding ritual recharges when the spirit dies.
Summon Spirits: Increased health gain to 70…142 and now affect your ally’s spirits.

PvP:

Death Pact Signet (PvP): Changed to: Resurrect target ally to full health and energy, after 30 seconds that ally dies.
Ancestors' Rage (PvP): Changed to an enchantment: The next spell that targets a foe deal +20…45 lighting damage. The next spell that targets an ally heals +40…78 health.
Flesh of My Flesh (PvP): Changed to: Resurrect target ally with your current health and 17% energy. Casts 90% faster if you are below 25% health. Increased recharge to 15, casting time to 5.
Signet of Spirits (PvP): Changed to: Your next 0…3 skills activates instantly if you are nearby a spirit
Ritual Lord (PvP): Changed to a shout: Your spirits do +1…6 damage with attacks.
Splinter Weapon (PvP): Changed to: Target allies next 0…3 attacks applies one random condition (Bleeding, deep wound, weakness, cripple or cracked armor) for 1…7 seconds.
Signet of Ghostly Might (PvP): For 5 seconds target foes + 2…21 damage while in earshot of a spirit. Increased recharge to 15.
Weapon of Warding (PvP): Changed to: For 2…8 seconds, target ally has a 25% chance to block, moves and cast spells 25% faster.

Paragon:

"Brace Yourself!": Affects all allies in earshot
"Can't Touch This!": Changed to: For 20 seconds, the next 1…5 melee attacks against you miss and 1…4 touch skills fail.
"Find Their Weakness!": affect all allies in earshot
"Help Me!": Added: also heals you 50% more health.
"Incoming!": Reduced energy to 5
"Never Surrender!": Affects all allies
"Stand Your Ground!": Affect all allies
"We Shall Return!": Added: Allies also have + 10 armor when casting a spell.
Anthem of Disruption: Decreased recharge to 10
Anthem of Guidance: Also affects allies and does +2...15 damage with the attack skill.
Bladeturn Refrain: Changed to a chant: For 10 seconds all allies in earshot has +5…12 armor against slashing damage and +0…5 armor against other physical damage. Increased recharge to 30
Crippling Anthem: Now affects all allies in earshot
Godspeed: Added: Moves 33% faster if hexed or crippled
"Lead the Way!": Changed to: Target ally moves 50% faster for 3 seconds and an additional 1…3 seconds for each ally in earshot.
"Make Your Time!": Increased my to 1…15, now affect all allies in earshot.
"They're on Fire!": Affects all allies in earshot
Angelic Bond: Changed that it ends when 3 allies take fatal damage.
Angelic Protection: Changed to: For 15 seconds target ally takes -0…2 damage for each ally in earshot.
Anthem of Flame: now affects allies
Anthem of Fury: Added: They also gain 1…3 energy, affects allies in earshot.
Awe: Reduced energy to 5
Burning Shield: Reduced recharge to 10
Glowing Signet: Moved to motivation, recharge time is reduced to 15
"The Power Is Yours!": Changed to a chant: All allies in earshot has +0…2 to all attributes and gains +0…2 energy regen. You lose all adrenaline. Increased recharge to 20, 10 adrenaline and added a 3 second casting time.
Inspirational Speech: You no longer lose all adrenaline. Decreased recharge to 15.
Song of Power: Reduced energy to 15
Slayer's Spear: nows has a 1 second casting time
Unblockable Throw: Reduced casting time to 2 seconds
Song of Restoration: Now affects all allies in earshot
Zealous Anthem: Now affects all allies in earshot
Chorus of Restoration: Now affects all allies in earshot
Ballad of Restoration: Now affects all allies in earshot
Aria of Zeal: Now affects all allies in earshot
Aria of Restoration: Now affects all allies in earshot

PvP:

Defensive Anthem (PvP): Changed to: For 10 seconds, all allies in earshot is healed 23…80 health each time they take more than 60 damage. Edns after 10 attacks. Reduced energy cost to 10.
"Never Surrender!" (PvP): Changed to: All allies in earshot next spell cost no energy, you lose all adrenaline.

Ok, I got lazy at this part. I've been owkring on it for a while as you see.

Dervish:

PvP:
Avatar of Grenth (PvP): Your attacks deal +10…16 against moving foes.
Eremite's Attack (PvP): Changed to: If target foe is under a condition when this attack hits all nearby foes suffer from the same condition for 3…9 seconds
Mystic Regeneration (PvP): You gain +0…2 health regen and move 5% faster for each enchantment on you.

Last edited by Zodiac Meteor; May 17, 2009 at 10:45 PM // 22:45..
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Old May 17, 2009, 10:51 PM // 22:51   #2
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Regardless of how well/poorly you would do skill balancing, it is obvious you have put a lot of time into this. I give you my best.
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Old May 17, 2009, 11:08 PM // 23:08   #3
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See... when you do stuff like that and the meta gets all screwed up, you don't really know what caused it. If those skill updates cause the game to go to hell, a.net has no idea what is wrong and what to revert back. That's why updates occur gradually, so all the various skill interactions can be better understood.

A lot of your suggestions are okay, but you don't do that all at once. Nerfs are needed. Buffing everything won't suddenly make the game better. Skills must be balanced carefully and slowly.
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Old May 17, 2009, 11:14 PM // 23:14   #4
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Some of the changes I agree with, others I don't. Regardless, I believe that proactively changing more skills for better or worse is healthier for a game than having it sit in one spot for months on end with few changes at all.
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Old May 17, 2009, 11:34 PM // 23:34   #5
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It's not like Arenanet did a very good job ( It even horribly sucked tbh ) with this month's update ...

PvP Aegis ... COME ON ?!
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Old May 17, 2009, 11:45 PM // 23:45   #6
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Some of those are good... some of those are bad... some of those are just OP.... Read the Wind adds an IMS? GG for putting a lot of thought and time into this mate. Great to see input placed into the game... even more so when the amount is this much. GJ.

Last edited by ]HM[ Sabre Wolf; May 17, 2009 at 11:51 PM // 23:51..
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Old May 17, 2009, 11:47 PM // 23:47   #7
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Quote:
Warrior's Cunning: Decreased recharge to 5 seconds, now lose 1 energy with each attack. Ends if any attacks fails to miss.
Perhaps you meant fail to hit? Failing to miss = Hitting.
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Old May 17, 2009, 11:54 PM // 23:54   #8
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Ok, I only looked at the necro skills cause thats my main class and I'm more familiar with the skills and their cast, recharge, problems, etc. I liked what I was seeing until I saw this "Pain of Disenchantment: Increased casting time to 3, decreased energy to 5" Three second casting time to remove enchantments... no way, same with gaze of contempt. From there to vocal minority, is pretty bad. Rip enchantment is fine how it is IMO. I dont agree with increasing the casting times of the other skills to 2-3 secs and poisoned heart? Sig of Suffering would have too much spike potential. Order of Undeath? Rotting flesh only needs to have a lower casting time... seriously 3 seconds?
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Old May 17, 2009, 11:55 PM // 23:55   #9
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What would recharging a skill twice do? It can't work because it's already recharged?? lol
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Old May 17, 2009, 11:56 PM // 23:56   #10
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I rea like 4 necro updates and then voted never.
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Old May 18, 2009, 12:08 AM // 00:08   #11
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Quite... well, you sure don't have access to the skill usage statistics Anet has.

Oh, by the way, a glyph has low energy cost, namely 5 (with the exception of polymock glyphs that cost 1). That's one of the 'basics' of a glyph. You don't touch that. A glyph with an energy cost of 25 is an aberration.
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Old May 18, 2009, 12:09 AM // 00:09   #12
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This is a real mixed bag isnt it?

I checked monk seeing as it's my main and was horrified by things like:

Quote:
Word of Censure: Changed to: Target begins burning for 9…60 seconds. Increased energy to 15, increased recharge to 30, increased casting time to 2.

Spell Breaker: Changed to: next 0…5 hostile spells against target ally and all nearby allies fail. This spell recharges twice as fast and cost half energy if you are under a hex. Decreased recharge to 20, Decreased energy to 10.
however the smaller tweaks like:

Quote:
Martyr: Now gains 1 energy for each condition transferred. Increased energy to 10.
are good moves. Think long and hard before you totaly change to workings of a skill.

Quote:
Archer's Signet: no longer needs to be a bow
And thats just plain wierd.
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Old May 18, 2009, 12:49 AM // 00:49   #13
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Izzy ownssssss.
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Old May 18, 2009, 01:16 AM // 01:16   #14
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Quote:
Originally Posted by Helix Dreadlock View Post
What would recharging a skill twice do? It can't work because it's already recharged?? lol
I too was confused by this, but i *think* he means, once you used the skill, and it instantly recharged, you can use it again, and itl instantly recharge again. Which is probably overpowered.
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Old May 18, 2009, 01:19 AM // 01:19   #15
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Some of these make izzy's work look good. And that right there is saying a lot, dude.
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Old May 18, 2009, 03:10 AM // 03:10   #16
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Quote:
Originally Posted by Gift3d View Post
Some of these make izzy's work look good. And that right there is saying a lot, dude.
Aww, where is my nuke shield? Flame isn't working
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Old May 18, 2009, 03:24 AM // 03:24   #17
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tl;dr...
j/k lol spent a lot of time on it we can tell
anet should review some of these at least.
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Old May 18, 2009, 03:45 AM // 03:45   #18
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Some good proposals, some misguided. Overall you push for too much change for the sake of change. Balancing is about tweaking the outliers, not redoing everything.
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Old May 18, 2009, 04:27 AM // 04:27   #19
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I mainly checked the monk changes and wasn't too happy. Changing cast time to 1/4 or 3 secs are usually not a good idea. I found you made a few monk skills way too OP. But at least I got a few hahas out of the max 840 dmg from Word of Censure. Can you say auto-kill if unhealed or removed. Would be the next boss farm
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Old May 18, 2009, 04:35 AM // 04:35   #20
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"Final Thrust: Now 9 adrenaline and has a ½ casting time"

GIVE ME THIS NOW. I for one would love protector's strike doing 150 damage.

Anyway most of these skill changes don't make any sort of sense.

Last edited by Lux Aeterna; May 18, 2009 at 04:39 AM // 04:39..
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